Mnemnosyne
2012-05-19, 03:47 PM
One thing I often have trouble with when equipping a character is determining what spells are really good choices to stick into wands. A handful are obvious and well-known like Lesser Vigor on any character that can reliably activate that, but there's a lot I wind up conflicted about whether they're worthwhile to have as a wand. So, I've decided to make up a list of good spells for wands, which if it gets sufficiently robust, I'll try to make into a 'handbook' for generic wand use. The logical requirements are that the spell not have a saving throw (or have an effect even on a successful save) and that the spell not scale with level (or at least be worthwhile even at minimum caster level).
Of course, if a list like this already exists and I don't know about it, would be glad to just be pointed to it: would save a lot of work.
I'm starting out with only 1st level spells (and furthermore, focusing on the cleric list) since that's what I need at the moment, but I'd like suggestions on any spells others think are very good choices to have available in a wand.
Cleric 1:
Spell NameReference PageComments
Comprehend Languages212 PHBSituational, but very common situation.
Hide from Undead241 PHBUndetectable to undead only - 10 minutes even at CL1 makes it practical for wand use.
Lesser Vigor170 Complete DivineGood source of healing with an excellent GP to HP ratio.
Obscuring Mist258 PHBConcealment regardless of CL, and minute/level makes it useful even at CL1.
Omen of Peril171 Complete DivineUseful 1st level divination, no improvement by CL.
Wieldskill134 Magic of Faerun+10 competence to a skill for 1 minute/level is usually long enough to get something done.
Ones I'm not sure about:
Spell Name|Reference Page|Comments
Ebon Eyes77 Spell CompendiumSee in darkness, even magical darkness - does this situation come up often enough to warrant a wand?
Protection from Alignment266 PHBIs the protection/blocking of mental control good enough to make this a useful wand spell? The AC and save bonuses are tough to justify on, given that it would take one wand for each alignment.
Shield of Faith278 PHB+2 AC buff, but 1 min/level duration means it's hard to pre-cast. Is it worth probably having to use an action in combat, plus the wand cost?
Cleric 2:
Spell Name|Reference Page|Comments
Bull's Strength207 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level.
Guidance of the AvatarWeb (http://archive.wizards.com/dnd/article.asp?x=dnd/sb/sb20010504a)For when you absolutely, positively need that skill check to succeed. Doesn't allow you to make it untrained, so combine with Wieldskill for untrained skills.
Shield Other278 PHBUseful situational spell, and from a wand it still lasts a considerable time. If you're going to use it regularly, might as well wand it.
Silence279 PHBIf you need to be quiet, you can cast it on something you carry. If you need to shut up an enemy, throw the object near them. 1 min/level duration makes it reasonably useful as a wand.
Status284 PHBActually a really useful spell to cast whenever you send someone out to scout or do anything separate from the rest of the party.
Ones I'm not sure about:
Spell Name|Reference Page|Comments
Bear's Endurance203 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level. Not sure if this one is really used that often, though.
Eagle's Splendor225 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level. Not sure if this one is really used that often, though.
Iron Silence125 Spell CompendiumWant to sneak and wear heavy armor? Not sure if this is worth wanding, though. Might be, for the right kind of character.
Living Undeath134 Spell CompendiumOk, great if you know you're about to be ambushed by sneak attackers, but it's not much of an ambush if you know that early enough to cast this spell beforehand. Still, if you find yourself flanked by lots of rogues...
Owl's Wisdom259 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level. Not sure if this one is really used that often, though.
Sorcerer/Wizard 1:
Spell Name|Reference Page|Comments
Arrow Mind15 Spell CompendiumFor archers only, immediate action will last all combat and let you threaten with a bow and let you fire without taking AoO's. Stick it in a Wand Chamber in your bow.
Benign Transposition27 Spell CompendiumAll kinds of uses to manipulate the battlefield and get yourself or allies out of trouble.
Blockade95 Complete ScoundrelProvide total cover, block off a 5 ft. hallway or prevent charges.
Comprehend Languages[/td]212 PHBSituational, but very common situation.[/tr]
Enlarge Person226 PHBCommon combat buff, and 1 min/level means it lasts the entire combat even from a wand, usually.
Mighty Wallop114 Races of the DragonNot as good as Greater Mighty Wallop, but with 1 min/level duration it'll last you a whole combat.
Nerveskitter146 Spell Compendium+5 immediate action to your initiative - assuming you had the wand in your hand or otherwise ready to use.
Obscuring Mist258 PHBConcealment regardless of CL, and minute/level makes it useful even at CL1.
Speed Swim121 Magic of Faerun30 Ft. swim speed that ignores armor and encumbrance can save you from drowning and/or other bad underwater situations.
Sticky Floor117 Races of the DragonNo-save entangling plus possible immobilization in a 10x10 square. Will stop all charges in their tracks, slow down approaches, and and lasts 1 hour at CL1.
Ones I'm not sure about:
Spell Name|Reference Page|Comments
Disguise Self222 PHBUseful, but worth putting into a wand? 1050 more GP gets you a Hat of Disguise, and I have the feeling you'd be better off saving for that.
Ebon Eyes77 Spell CompendiumSee in darkness, even magical darkness - does this situation come up often enough to warrant a wand?
Expeditious Retreat228 PHBAnother +30 ft. to movement speed for even 1 minute means you can outpace your enemies if it's time to run the hell away. But do you run away enough to make it worthwhile? Or is it worth using a round in combat to buff with this for the maneuverability?
Hold Portal241 PHBPrevent people from following you through a door for a minute. Situationally useful, but does the situation come up often enough to put it on a wand?
Protection from Alignment266 PHBIs the protection/blocking of mental control good enough to make this a useful wand spell? The AC and save bonuses are tough to justify on, given that it would take one wand for each alignment.
Sorcerer/Wizard 2:
Spell Name|Reference Page|Comments
Alter Self197 PHBAt 10 min/level, this exceedingly useful spell works effectively as a wand for a lot of situations, whether it's to gain a large natural AC, skills, or a movement mode.
Bull's Strength207 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level.
Blur206 PHBBasic defense spell for miss chance, and 1 min/level will last a whole combat even at minimum caster level. Often a good thing to cast before any fight.
Invisibility245 PHBNeeding to hide happens often enough for this to probably be worth a wand. 1 min/level duration is nothing to write home about as a wand, but it gets you out of a jam.
Spectral Hand282 PHBDo you have a lot of touch spells? Do you want to use them without getting your face pounded in? 1 min/level makes this useful in combat when it's needed.
Web301 PHBLots of effect even on a successful save, 10 min/level duration, extremely good as a wand.
Wraithstrike243 PHBPretty expensive as a wand to be honest, but when you need it, you're probably going to need it for several consecutive rounds. Stick it in your primary weapon's wand chamber.
Sorcerer 2:
Spell Name|Reference Page|Comments
Wings of Cover119 Races of the DragonImmediate action denial of any single-target attack. Definitely worthwhile for sorcerers, and one of the better arguments for getting UMD high enough to reliably trigger wands on others.
Ones I'm not sure about:
Spell Name|Reference Page|Comments
Bear's Endurance203 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level. Not sure if this one is really used that often, though.
Eagle's Splendor225 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level. Not sure if this one is really used that often, though.
Knock246 PHBFor 90 gp/door you or an ally can put points into something other than Open Locks. Might be a good deal...except you can get a Barbarian Lockpick (also known as a greataxe) a lot cheaper. So, good only for when you need to get through doors quietly. Is that really worth a wand?
Druid 1:
Spell Name|Reference Page|Comments
Blockade95 Complete ScoundrelProvide total cover, block off a 5 ft. hallway or prevent charges.
Branch to Branch38 Spell CompendiumEffectively guarantees being able to climb trees, and gives you an overland movement ability that arguably can't be tracked normally. Good if you spend a lot of time in forests or jungles.
Entangle227 PHBMinute per level duration means it works well on a wand, and an effect even with a successful save makes this great battlefield control that can go on wands.
Faerie Fire229 PHBNegation of concealment with no saving throw, for a full minute. Always useful.
Lesser Vigor170 Complete DivineGood source of healing with an excellent GP to HP ratio.
Obscuring Mist258 PHBConcealment regardless of CL, and minute/level makes it useful even at CL1.
Omen of Peril171 Complete DivineUseful 1st level divination, no improvement by CL.
Pass Without Trace259 PHBSituationally needed, but when you do need it, your whole party needs it, so it makes an adequate wand candidate.
Speed Swim121 Magic of Faerun30 Ft. swim speed that ignores armor and encumbrance can save you from drowning and/or other bad underwater situations.
Ones I'm not sure about:
Spell Name|Reference Page|Comments
Aspect of the Wolf16 Spell CompendiumI liked this one at first, but it seems to me that by the time it's affordable it's not all that great. The spell is great for disguising your animal companion if you've got something big and scary, but the 10 minute duration makes it questionable as a wand.
Snake's Swiftness39 Miniatures HandbookWhile granting an attack is nice, it costs the caster a standard action to do so. Nice if you have a raging barbarian standing in position to deliver another massive power attack to the enemy, I suppose, but is it really worth trading your standard action for one other person's attack?
Speak with Animals281 PHBNot generally something you want to memorize, but I think the situation comes up often enough that you want more than a couple scrolls, maybe?
Bard 1:
Spell Name|Reference Page|Comments
Ambient Song89 Song and SilenceUse bardic music for 1 minute without alerting everyone around you that a bard is singing. Pretty useful.
Comprehend Languages212 PHBSituational, but very common situation.
Cure Light Wounds215 PHBWhen are bards too low level to reliably UMD a wand of lesser vigor, but still need to heal, they use this.
Ones I'm not sure about:
Spell Name|Reference Page|Comments
Disguise Self222 PHBUseful, but worth putting into a wand? 1050 more GP gets you a Hat of Disguise, and I have the feeling you'd be better off saving for that.
Expeditious Retreat228 PHBAnother +30 ft. to movement speed for even 1 minute means you can outpace your enemies if it's time to run the hell away. But do you run away enough to make it worthwhile? Or is it worth using a round in combat to buff with this for the maneuverability?
For Eternal Wands or Minor Schema:
Spell Name|Reference Page|Comments
Alarm197 PHBWhile not likely to be used often enough to warrant a wand, using it once a day is great for making your sleeping location a little more secure.
Endure Elements226 PHBEspecially as a minor schema, this is nice to have.
Healthful Rest111 Spell CompendiumDoubling your natural healing rate is great if you have something else that's dependent on that. I'm looking at druids in particular, since this enhances healing they get whenever they wildshape.
Gentle Repose235 PHBSometimes you need to preserve someone to raise them later. Or just to stop the stink. Also good if you happen to be undead yourself.
Greater Alarm8 Spell CompendiumAgain, probably not worth a wand, but nice as a repeatable-use magic item to help keep your resting area extra-secure. Might be overkill, though.
I'll update this post and add other spell lists later, but would love comments on what I have already and suggestions for others to add (suggestions for other spell lists would be fine too, since I will eventually be adding those).
Of course, if a list like this already exists and I don't know about it, would be glad to just be pointed to it: would save a lot of work.
I'm starting out with only 1st level spells (and furthermore, focusing on the cleric list) since that's what I need at the moment, but I'd like suggestions on any spells others think are very good choices to have available in a wand.
Cleric 1:
Spell NameReference PageComments
Comprehend Languages212 PHBSituational, but very common situation.
Hide from Undead241 PHBUndetectable to undead only - 10 minutes even at CL1 makes it practical for wand use.
Lesser Vigor170 Complete DivineGood source of healing with an excellent GP to HP ratio.
Obscuring Mist258 PHBConcealment regardless of CL, and minute/level makes it useful even at CL1.
Omen of Peril171 Complete DivineUseful 1st level divination, no improvement by CL.
Wieldskill134 Magic of Faerun+10 competence to a skill for 1 minute/level is usually long enough to get something done.
Ones I'm not sure about:
Spell Name|Reference Page|Comments
Ebon Eyes77 Spell CompendiumSee in darkness, even magical darkness - does this situation come up often enough to warrant a wand?
Protection from Alignment266 PHBIs the protection/blocking of mental control good enough to make this a useful wand spell? The AC and save bonuses are tough to justify on, given that it would take one wand for each alignment.
Shield of Faith278 PHB+2 AC buff, but 1 min/level duration means it's hard to pre-cast. Is it worth probably having to use an action in combat, plus the wand cost?
Cleric 2:
Spell Name|Reference Page|Comments
Bull's Strength207 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level.
Guidance of the AvatarWeb (http://archive.wizards.com/dnd/article.asp?x=dnd/sb/sb20010504a)For when you absolutely, positively need that skill check to succeed. Doesn't allow you to make it untrained, so combine with Wieldskill for untrained skills.
Shield Other278 PHBUseful situational spell, and from a wand it still lasts a considerable time. If you're going to use it regularly, might as well wand it.
Silence279 PHBIf you need to be quiet, you can cast it on something you carry. If you need to shut up an enemy, throw the object near them. 1 min/level duration makes it reasonably useful as a wand.
Status284 PHBActually a really useful spell to cast whenever you send someone out to scout or do anything separate from the rest of the party.
Ones I'm not sure about:
Spell Name|Reference Page|Comments
Bear's Endurance203 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level. Not sure if this one is really used that often, though.
Eagle's Splendor225 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level. Not sure if this one is really used that often, though.
Iron Silence125 Spell CompendiumWant to sneak and wear heavy armor? Not sure if this is worth wanding, though. Might be, for the right kind of character.
Living Undeath134 Spell CompendiumOk, great if you know you're about to be ambushed by sneak attackers, but it's not much of an ambush if you know that early enough to cast this spell beforehand. Still, if you find yourself flanked by lots of rogues...
Owl's Wisdom259 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level. Not sure if this one is really used that often, though.
Sorcerer/Wizard 1:
Spell Name|Reference Page|Comments
Arrow Mind15 Spell CompendiumFor archers only, immediate action will last all combat and let you threaten with a bow and let you fire without taking AoO's. Stick it in a Wand Chamber in your bow.
Benign Transposition27 Spell CompendiumAll kinds of uses to manipulate the battlefield and get yourself or allies out of trouble.
Blockade95 Complete ScoundrelProvide total cover, block off a 5 ft. hallway or prevent charges.
Comprehend Languages[/td]212 PHBSituational, but very common situation.[/tr]
Enlarge Person226 PHBCommon combat buff, and 1 min/level means it lasts the entire combat even from a wand, usually.
Mighty Wallop114 Races of the DragonNot as good as Greater Mighty Wallop, but with 1 min/level duration it'll last you a whole combat.
Nerveskitter146 Spell Compendium+5 immediate action to your initiative - assuming you had the wand in your hand or otherwise ready to use.
Obscuring Mist258 PHBConcealment regardless of CL, and minute/level makes it useful even at CL1.
Speed Swim121 Magic of Faerun30 Ft. swim speed that ignores armor and encumbrance can save you from drowning and/or other bad underwater situations.
Sticky Floor117 Races of the DragonNo-save entangling plus possible immobilization in a 10x10 square. Will stop all charges in their tracks, slow down approaches, and and lasts 1 hour at CL1.
Ones I'm not sure about:
Spell Name|Reference Page|Comments
Disguise Self222 PHBUseful, but worth putting into a wand? 1050 more GP gets you a Hat of Disguise, and I have the feeling you'd be better off saving for that.
Ebon Eyes77 Spell CompendiumSee in darkness, even magical darkness - does this situation come up often enough to warrant a wand?
Expeditious Retreat228 PHBAnother +30 ft. to movement speed for even 1 minute means you can outpace your enemies if it's time to run the hell away. But do you run away enough to make it worthwhile? Or is it worth using a round in combat to buff with this for the maneuverability?
Hold Portal241 PHBPrevent people from following you through a door for a minute. Situationally useful, but does the situation come up often enough to put it on a wand?
Protection from Alignment266 PHBIs the protection/blocking of mental control good enough to make this a useful wand spell? The AC and save bonuses are tough to justify on, given that it would take one wand for each alignment.
Sorcerer/Wizard 2:
Spell Name|Reference Page|Comments
Alter Self197 PHBAt 10 min/level, this exceedingly useful spell works effectively as a wand for a lot of situations, whether it's to gain a large natural AC, skills, or a movement mode.
Bull's Strength207 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level.
Blur206 PHBBasic defense spell for miss chance, and 1 min/level will last a whole combat even at minimum caster level. Often a good thing to cast before any fight.
Invisibility245 PHBNeeding to hide happens often enough for this to probably be worth a wand. 1 min/level duration is nothing to write home about as a wand, but it gets you out of a jam.
Spectral Hand282 PHBDo you have a lot of touch spells? Do you want to use them without getting your face pounded in? 1 min/level makes this useful in combat when it's needed.
Web301 PHBLots of effect even on a successful save, 10 min/level duration, extremely good as a wand.
Wraithstrike243 PHBPretty expensive as a wand to be honest, but when you need it, you're probably going to need it for several consecutive rounds. Stick it in your primary weapon's wand chamber.
Sorcerer 2:
Spell Name|Reference Page|Comments
Wings of Cover119 Races of the DragonImmediate action denial of any single-target attack. Definitely worthwhile for sorcerers, and one of the better arguments for getting UMD high enough to reliably trigger wands on others.
Ones I'm not sure about:
Spell Name|Reference Page|Comments
Bear's Endurance203 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level. Not sure if this one is really used that often, though.
Eagle's Splendor225 PHBStat-booster that lasts 1 min/level. Generally long enough to last an entire combat, even at minimum caster level. Not sure if this one is really used that often, though.
Knock246 PHBFor 90 gp/door you or an ally can put points into something other than Open Locks. Might be a good deal...except you can get a Barbarian Lockpick (also known as a greataxe) a lot cheaper. So, good only for when you need to get through doors quietly. Is that really worth a wand?
Druid 1:
Spell Name|Reference Page|Comments
Blockade95 Complete ScoundrelProvide total cover, block off a 5 ft. hallway or prevent charges.
Branch to Branch38 Spell CompendiumEffectively guarantees being able to climb trees, and gives you an overland movement ability that arguably can't be tracked normally. Good if you spend a lot of time in forests or jungles.
Entangle227 PHBMinute per level duration means it works well on a wand, and an effect even with a successful save makes this great battlefield control that can go on wands.
Faerie Fire229 PHBNegation of concealment with no saving throw, for a full minute. Always useful.
Lesser Vigor170 Complete DivineGood source of healing with an excellent GP to HP ratio.
Obscuring Mist258 PHBConcealment regardless of CL, and minute/level makes it useful even at CL1.
Omen of Peril171 Complete DivineUseful 1st level divination, no improvement by CL.
Pass Without Trace259 PHBSituationally needed, but when you do need it, your whole party needs it, so it makes an adequate wand candidate.
Speed Swim121 Magic of Faerun30 Ft. swim speed that ignores armor and encumbrance can save you from drowning and/or other bad underwater situations.
Ones I'm not sure about:
Spell Name|Reference Page|Comments
Aspect of the Wolf16 Spell CompendiumI liked this one at first, but it seems to me that by the time it's affordable it's not all that great. The spell is great for disguising your animal companion if you've got something big and scary, but the 10 minute duration makes it questionable as a wand.
Snake's Swiftness39 Miniatures HandbookWhile granting an attack is nice, it costs the caster a standard action to do so. Nice if you have a raging barbarian standing in position to deliver another massive power attack to the enemy, I suppose, but is it really worth trading your standard action for one other person's attack?
Speak with Animals281 PHBNot generally something you want to memorize, but I think the situation comes up often enough that you want more than a couple scrolls, maybe?
Bard 1:
Spell Name|Reference Page|Comments
Ambient Song89 Song and SilenceUse bardic music for 1 minute without alerting everyone around you that a bard is singing. Pretty useful.
Comprehend Languages212 PHBSituational, but very common situation.
Cure Light Wounds215 PHBWhen are bards too low level to reliably UMD a wand of lesser vigor, but still need to heal, they use this.
Ones I'm not sure about:
Spell Name|Reference Page|Comments
Disguise Self222 PHBUseful, but worth putting into a wand? 1050 more GP gets you a Hat of Disguise, and I have the feeling you'd be better off saving for that.
Expeditious Retreat228 PHBAnother +30 ft. to movement speed for even 1 minute means you can outpace your enemies if it's time to run the hell away. But do you run away enough to make it worthwhile? Or is it worth using a round in combat to buff with this for the maneuverability?
For Eternal Wands or Minor Schema:
Spell Name|Reference Page|Comments
Alarm197 PHBWhile not likely to be used often enough to warrant a wand, using it once a day is great for making your sleeping location a little more secure.
Endure Elements226 PHBEspecially as a minor schema, this is nice to have.
Healthful Rest111 Spell CompendiumDoubling your natural healing rate is great if you have something else that's dependent on that. I'm looking at druids in particular, since this enhances healing they get whenever they wildshape.
Gentle Repose235 PHBSometimes you need to preserve someone to raise them later. Or just to stop the stink. Also good if you happen to be undead yourself.
Greater Alarm8 Spell CompendiumAgain, probably not worth a wand, but nice as a repeatable-use magic item to help keep your resting area extra-secure. Might be overkill, though.
I'll update this post and add other spell lists later, but would love comments on what I have already and suggestions for others to add (suggestions for other spell lists would be fine too, since I will eventually be adding those).